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Evocationist • Totemist

About these subclasses

Elementalists channel power from the raw elementals of their surrounding nature. They summon the elements to attack adversaries and support their allies. Feel free to flavor Class Features and Domain Spells to your liking. This Class draws heavy inspiration from “Avatar: the Last Airbender“ and the Shaman Class from “World of Warcraft“.

Evocationist

Evocationist

Spellcast Trait: Agility

Play the Evocationist to command the elements directly. Use them to damage your enemies or enhance your abilities.

Foundation

Elemental Evocation: Once per rest and per element you control, mark a Stress to channel the following effect for this scene.

  • (F) Fizzle: Fire Bending Strikes deal d10. Once in this scene make a spell attack against targets within very close range, they take d8 mag damage.
  • (E) Earth Shield: Gain 1 temporary Armor Slots per Tier.
  • (W) Slipper: When you succeed with your Bending Strike, mark a Stress to make that adversary Staggered (attack rolls they make have disadvantage).
  • (A) Dashing Winds: You gain +2 to your Evasion.
Specialization

Fast Strikes: When you use your Bending Strike you can make another Bending Strike of a different element at Proficiency 1 against any target within range.

Aspect Shift: You gain the following movement abilities depending on the element you control:

  • (F): You can move through fire without taking damage.
  • (E): You can move through stone within Close Range.
  • (W): You can breathe under water.
  • (A): You can Jump up to Close Range.
Mastery

Power Evocation: Spend 2 Hope to cast each spell once per long rest.

  • (F) Lava Pit: Pick a point within far range. The ground within very close range of that point becomes lava. Everyone within takes d12 damage and must succeed on an agility reaction roll (15) or become Restrained.
  • (E) Harden: Harden your skin with rock. You become immune to the next instance of damage you are dealt.
  • (W) Healing Rain: Restore 2 HP to any target within Very Close Range.
  • (A) Lift: Gain the ability to fly until the end of the scene. While flying you can move within Far Range.
Totemist

Totemist

Spellcast Trait: Instinct

Play the Totemis to support your team by calling upon the elements. Summon stationary totems to the battle field.

Foundation

Totems: Spend 2 Hope to summon a totem within Very Close Range. The totems have 3 Stacks, Effects in Very Close Range, 1 HP and 8 Evasion. They disappear when destroyed or all stacks have been used:

  • (F) Lava Whip Totem: When Allies deal damage to an adversary, remove a stack to deal an additional d4 mag damage.
  • (E) Absorption Totem: Allies can use Stacks as if they were marking Armor Slots.
  • (W) Wave Calmness Totem: When Allies take damage, they can use a Stack and clear one Stress.
  • (A) Gust Totem: When an Adversary hits an ally, they can use a Stack to gain +2 Evasion. Aditionally, Agility Reaction Rolls are made with Advantage.
Specialization

Materia Callback: Once per long rest, spend 2 Hope to sense the memory of an element around you. Make an Instinct Roll. The DM decides how much information you learn, depending on your roll.

Elemental Movement: Mark 2 Stress to give your Party one of the following movement abilities during this scene. These Effects end when you take Majour Damage:

  • (F): Movement Speed is increased by one Range Step.
  • (E): Move through rock.
  • (W): Breathe and move naturally underwater.
  • (A): Gain the ability to fly.
Mastery

Improved Totems: Your totems can move with targets. Additionally, when a Totem disappears you can spend 1 Hope to resummon it.

Ascendence: Once per long rest transform into an Ascendant, embodying all four elements. You gain the effects of all four Totems. This effect exists until a maximum of five stacks have been used, you take severe damage or until the end of the scene.

Printable cards

Foundation / Specialization / Mastery
Arcana domain icon Bone domain icon
Evocationist
Elementalist

Evocationist

Foundation

SPELLCAST TRAIT: Agility

Elemental Evocation: Once per rest and per element you control, mark a Stress to channel the following effect for this scene.

  • (F) Fizzle: Fire Bending Strikes deal d10. Once in this scene make a spell attack against targets within very close range, they take d8 mag damage.
  • (E) Earth Shield: Gain 1 temporary Armor Slots per Tier.
  • (W) Slipper: When you succeed with your Bending Strike, mark a Stress to make that adversary Staggered (attack rolls they make have disadvantage).
  • (A) Dashing Winds: You gain +2 to your Evasion.
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Card Backing
Arcana domain icon Bone domain icon
Evocationist
Elementalist

Evocationist

Specialization

Fast Strikes: When you use your Bending Strike you can make another Bending Strike of a different element at Proficiency 1 against any target within range.

Aspect Shift: You gain the following movement abilities depending on the element you control:

  • (F): You can move through fire without taking damage.
  • (E): You can move through stone within Close Range.
  • (W): You can breathe under water.
  • (A): You can Jump up to Close Range.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Arcana domain icon Bone domain icon
Evocationist
Elementalist

Evocationist

Mastery

Power Evocation: Spend 2 Hope to cast each spell once per long rest.

  • (F) Lava Pit: Pick a point within far range. The ground within very close range of that point becomes lava. Everyone within takes d12 damage and must succeed on an agility reaction roll (15) or become Restrained.
  • (E) Harden: Harden your skin with rock. You become immune to the next instance of damage you are dealt.
  • (W) Healing Rain: Restore 2 HP to any target within Very Close Range.
  • (A) Lift: Gain the ability to fly until the end of the scene. While flying you can move within Far Range.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Arcana domain icon Bone domain icon
Totemist
Elementalist

Totemist

Foundation

SPELLCAST TRAIT: Instinct

Totems: Spend 2 Hope to summon a totem within Very Close Range. The totems have 3 Stacks, Effects in Very Close Range, 1 HP and 8 Evasion. They disappear when destroyed or all stacks have been used:

  • (F) Lava Whip Totem: When Allies deal damage to an adversary, remove a stack to deal an additional d4 mag damage.
  • (E) Absorption Totem: Allies can use Stacks as if they were marking Armor Slots.
  • (W) Wave Calmness Totem: When Allies take damage, they can use a Stack and clear one Stress.
  • (A) Gust Totem: When an Adversary hits an ally, they can use a Stack to gain +2 Evasion. Aditionally, Agility Reaction Rolls are made with Advantage.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Arcana domain icon Bone domain icon
Totemist
Elementalist

Totemist

Specialization

Materia Callback: Once per long rest, spend 2 Hope to sense the memory of an element around you. Make an Instinct Roll. The DM decides how much information you learn, depending on your roll.

Elemental Movement: Mark 2 Stress to give your Party one of the following movement abilities during this scene. These Effects end when you take Majour Damage:

  • (F): Movement Speed is increased by one Range Step.
  • (E): Move through rock.
  • (W): Breathe and move naturally underwater.
  • (A): Gain the ability to fly.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Arcana domain icon Bone domain icon
Totemist
Elementalist

Totemist

Mastery

Improved Totems: Your totems can move with targets. Additionally, when a Totem disappears you can spend 1 Hope to resummon it.

Ascendence: Once per long rest transform into an Ascendant, embodying all four elements. You gain the effects of all four Totems. This effect exists until a maximum of five stacks have been used, you take severe damage or until the end of the scene.

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Card Backing

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